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Episode 72: A Royale Game of Flies

The girls take on not one, not two, but three dystopian stories! They take a look at Battle Royale, The Hunger Games, and Lord of the Flies, in order to discuss the question of whether human beings, at their core, are good. They also cover how fear drives people to commit heinous acts, how perfect love casts out fear, and how sacrifice is the ultimate expression of God’s love. They close with their Top 5 Dystopian Books.




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Episode 95: There Was No Other Way (Endgame)

The guys are pumped to talk about the final chapter of the first decade of the MCU, Avengers: Endgame! They discuss how grief and loss affect everyone differently, the sticky implications and universal appeal of time travel, and how sacrifice will always win the day. They close with their Top 5 Final Chapters.




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The Imitation Game

The parable of the Prodigal Son calls us to return to the Church and live our lives in the imitation of Christ.




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This Is Not A Game




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This Is NOT A Game!




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'My game was in a dark place - I wasn't enjoying it'

Robert MacIntyre admits his golf was "in a dark place" this year before he turned it around and got into the world top 20.




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Glasgow 2026 Commonwealth Games - What do we know so far?

Full details are expected to be released when the proposals are confirmed by the Commonwealth Games Federation.




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Badminton & hockey not in Glasgow Games' 10 sports

The 10 sports, across four venues, for the scaled-down 2026 Commonwealth Games in Glasgow are revealed.




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Who are the Commonwealth Games winners and losers?

The Commonwealth Games will take place in 2026 after Glasgow stepped in to host, but the stripped-back event has left some celebrating and others disappointed.




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Ireland could host NFL game in 2025 - Goodell

NFL commissioner Roger Goodell says he is looking to stage eight matches outside of the US in 2025.




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Argentina make three changes for Ireland game

Argentina make three changes from their 50-18 win over Italy last weekend for Friday's meeting with Ireland in Dublin.




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???? 'We have to be 100% every game, some don't' - Rohl

Speaking to the Owls Heaven podcast, manager Danny Rohl discussed how some teams are able to be slightly off their game but it's not a luxury his side can afford.




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Wales suffer Moore blow for Nations League games

Striker Kieffer Moore is out of Wales' Nations League games against Turkey and Iceland.




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Bath lock Richards is 'growing his game' - Robinson

Bath lock Ewan Richards is growing "everything" about his game, says coach Andy Robinson after their second Premiership Rugby Cup win.




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Mooted club returns great for game - Premiership boss

The boss of Premiership Rugby says he welcomes the prospective return to professional rugby of Wasps, Worcester and London Irish.




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Club rep encourages autistic fans to attend games

"Having autism, you're recognised as having differences, but being a part of a club, you're the same."




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Always At Home: Bristol's Beautiful Game

This is a unique football experience with every match in the same place every Saturday.




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The Numbers on the Game

Perhaps one of the biggest "sex myths" making the rounds these days is to what extent experiences like mine are (or are not, as it is claimed) representative of sex workers in general.

(Of course, I personally make no claim to be an "average" sex worker and certainly not to speak for prostitution as a whole. I would love to see more and more voices claim the title of sex worker publically so we can demonstrate once and for all what a diverse group it is.)

But when it comes to studies and statistics, this is an issue that comes up a lot. Addressing the question of how representative a sample of people is of a population in general is one of the cornerstones of good study design. It's one of those things that, if wrong at the start of a research project, is a devil to try to correct in retrospect. In many cases it's impossible.

The Sex Myth discusses at length how this affects virtually all studies relating to prostitution. A large number of researchers assume street-based sex workers to be the majority of sex workers, which has the tendency to skew (and sometimes fully invalidate) their results. Because they often recruit research subjects via outreach or addiction programs, their sample is necessarily biased towards sex workers whose lives are chaotic.

Streetwalkers may often be the most visible face of sex work but it's far from the whole story.

So how representative is the cliche of the drug-addicted streetwalker leaning into a punter's car anyway? This is in some ways difficult to answer. But I highly suggest if you are interested in the topic to check out Maggie McNeill's excellent summary of what we do know. She makes the case far more succinctly that I ever could here, here and here. Go on and read those then come back when you're done.

In general, the data seem to agree that in most Western countries the percentage of sex workers who are streetwalkers is about 15%.

That's an aggregate estimate from a number of studies in a number of countries, most of which put the streetwalker population at between 5% and 20% of prostitutes. Of the remaining percentage, the splits of incall/managed vs outcall/escort vary by location and factors unique to those places. To see an example of what this looks like, you can check out the New Zealand sex worker breakdown here (scroll down for tables).

What this tells us is that studies recruiting their subjects only from street-based sex workers, and in addition doing so through crisis centre referrals, can never claim to represent sex workers at large. That would be about as ridiculous as reading my previous books and using that "data" to conclude all sex workers love pies and pints. They can at best be said to be a study of those people at that time which makes the results non-generalisable.

Promising studies do exist which try to address the problem of imbalance of numbers in counting sex workers. While it's hard to generalise 'sex work' from what is necessarily a very diverse group, I found this study from Suzanne Jenkins at Keele [pdf] to be a useful example of how we can begin to build a better sex worker survey. Note for example that it includes male and trans sex workers: a lot of studies ignore these groups altogether. While the mainstream heterosexual female sex worker is still in the majority, writing gender and sex diversity out of the story only serves to promote a narrow ideological viewpoint that paints all sex work as abuse of women by men. A viewpoint which is not true.

As you may know a bugbear of mine is the tendency to present scare stats about sex workers in isolation and not to involve a control group. I go on about lack of controls in all kinds of studies, not just sex worker ones, in detail in The Sex Myth if you would like to read more. So say, to take a non-prostitution example, you heard a statistic that claimed the majority of strippers got unwanted attention from clients. Presented without context it sounds impressive, but it is meaningless.

What would be a control group here? People with similar working hours in licensed establishments might be one - barmaids at non-strip clubs for example. Or people of a similar age in service industry professions involving tipping - like waitresses. Have a think: do you know any front-of-house people in food service who haven't had difficult and at times physically aggressive customers? I don't. Any study that doesn't even address the possibility that their results come from the service industry and alcohol rather than sex work per se has not fully examined the evidence in a way that should be taken seriously.

When it comes to population statistics like these getting control groups are hard. I get it. But that is, as we say where I come from, hard cheese. So there's no perfect control like a group of homeless, drug-addicted nuns somewhere we can use to see whether it's the sex that drives people to despair or not. But you still have to make an effort. And you recruit and match your controls up front, not after the fact.

Finally there is the matter of where data originates. As a scientist I know that it is damned difficult, if not impossible, to do work that is totally free of any external conflict of interest or internal hope for a particular outcome. But there are ways we can help sieve the believable from the unbelievable: if a study comes from a source with a strong ideology and a financial interest in promoting this stance it is right to question whether that affects both study design and interpretation of results. These generally fall into the category Laura Agustin has dubbed "the Rescue Industry".

There are a large number of other common problems with these studies flagged up in The Sex Myth. Bad estimation methods, lack of controls, lack of trends, avoiding peer review... and many more.

This is not to say that academic publishing is always right and self-publishing or internal reports always wrong. But there is a significant grain of salt we should take when the people who present themselves as experts on the topic of sex workers are from the same stable of folks better at generating press coverage than at reporting their mistakes.

Do I expect saying these things will please everyone? No, not at all. There are a lot of people with a big investment in keeping the myths about what sex work is supposedly "really" like alive. As well, there are people whose opposition to sex work isn't affected by the many well-adjusted people who do it anyway. It's also fair to say my particular bias is to prefer the quantitative over the qualitative: for as "Uncle Joe" Stalin so elegantly put it, quantity has a quality all its own.

But if you are the sort of person to whom the evidence is more important than the anecdote - and if you're a reader of this blog, I assume you are - then take the numbers seriously. The next time someone tries to sell you the poor-addicted-hooker myth, call it for the nonsense it so clearly is.





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What we know and do not know about video games as marketers: a review and synthesis of the literature

The video game industry (VGI) has evolved considerably, transitioning from a niche market to a substantial sector. The VGI's magnitude and the societal implications tied to video game consumption have naturally piqued the interest of scholars in marketing and consumer behaviour. This research serves a dual purpose: firstly, it consolidates existing VG literature by evaluating articles, concepts, and methodologies, systematically tracing their evolution; secondly, it outlines potential directions and implications for forthcoming research. Within this literature, a predominant focus lies on articles investigating purchase decisions concerning VGs, followed by those exploring the integration of video game consumption into broader social contexts. Notably, a limited number of articles delve into player-game interactions and experiences within gaming worlds. This imbalance can be attributed to the fact that such inquiries are often suited to psychology and multidisciplinary journals, while the marketing discipline has predominantly addressed the VGI from a marketing management standpoint.




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What drives mobile game stickiness and in-game purchase intention? Based on the uses and gratifications theory

Despite the considerable growth potential predicted for mobile games, little research explored what motivates users to be sticky and make purchases in the mobile game context. Drawing on uses and gratifications theory (UGT), this study evaluates the influencing effects of players' characteristics (i.e., individual gratification and individual situation) and the mobile game structure (i.e., presence and governance) on players' mobile game behaviour (i.e., stickiness and purchase intention). Specifically, the model was extended with factors of the individual situation and governance. After surveying 439 samples, the research model was examined using the Partial least squares structural equation modelling (PLS-SEM) approach. The results indicate that stickiness is a crucial antecedent for users' in-game purchase intention. The individual situation plays an essential role in influencing user gratification, and individual gratification is the most vital criterion affecting stickiness. Finally, except for incentives, presence, and integration positively affect stickiness. This study provides further insights into both mobile game design and governance strategies.




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A Virtual Education: Guidelines for Using Games Technology




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Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




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Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games

Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted.




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Developing a Business Simulation Game: Integrating Multiple Development Tools




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The Educational Potential of Modified Video Games




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Using Digital Video Game in Service Learning Projects




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The Role of Management Games in Mapping Learning Styles to Elements of Business Know-How Acquisition: A Case Study




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Building Computer Games as Effective Learning Tools for Digital Natives – and Similars




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Playing it Safe: Approaching Science Safety Awareness through Computer Game-Based Training




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Entertaining Whilst Defacing Websites: Psychological Games for Hackers

Aim/Purpose: This study aims to investigate various characteristics from both victims as defaced websites and defacers that linked to a risk of being defaced through a set of descriptive analysis. Background: The current figures from a spectrum of sources, both academic and non-academic reports, proved a progressive increase of website defacement attacks to numerous organisations. Methodology: This study obtains a set of data from Zone-H site, which is accessible to the public, including 99,437 defaced websites. The descriptive analysis is applied in order to understand the motives of defacers and the probability of website re-defacements through the statistical investigation. Findings: The motives for defacing websites are driven mainly due to entertaining reasons. This in turn has an implication on the type of techniques defacers attack websites.




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Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games

Aim/Purpose: The objective of this research is to investigate the effectiveness of educational games on learning computer programming. In particular, we are examining whether allowing students to manipulate the underlying code of the educational games will increase their intrinsic motivation. Background: Young students are fond of playing digital games. Moreover, they are also interested in creating game applications. We try to make use of both of these facts. Methodology: A prototype was created to teach the fundamentals of conditional structures. A number of errors were intentionally included in the game at different stages. Whenever an error is encountered, students have to stop the game and fix the bug before proceeding. A pilot study was conducted to evaluate this approach. Contribution: This research investigates a novel approach to teach programming using educational games. This study is at the initial stage. Findings: Allowing the programming students to manipulate the underlying code of the educational game they play will increase their intrinsic motivation. Recommendations for Practitioners: Creating educational games to teach programming, and systematically allowing the players to manipulate the gaming logic, will be beneficial to the students. Recommendation for Researchers: This research can be extended to investigate how various artificial intelligence techniques can be used to model the gamers, for example, skill level. Impact on Society: The future generations of students should be able to use digital technologies proficiently. In addition, they should also be able to understand and modify the underlying code in the digital things (like Internet of Things).This research attempts to alleviate the disenchantment associated with learning coding. Future Research: A full scale evaluation – including objective evaluation using game scores – will be conducted. One-way MANOVA will be used to analyze the efficacy of the proposed intervention on the students’ performance, and their intrinsic motivation and flow experience.




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Educational Card Games: One Way of Assisting the Communication Skills Development of Nursing Students Whose First Language is Not English

Aim/Purpose. This study seeks to determine the impact of a card game intervention in improving the English verbal communication of nursing students from culturally and linguistically diverse backgrounds. Background. Many international students studying in Australia experience setbacks in their university studies due to English language difficulties. This paper outlines how an educational card game designed can be played by nursing students from culturally and linguistically diverse (CALD) backgrounds as an intervention for their English verbal communication development. Methodology. The study used a descriptive qualitative approach to analyse the learning experiences of forty-five (N=45) nursing students from CALD backgrounds undertaking their second semester at a metropolitan university in Victoria, Australia after being introduced to an educational card game developed by the first author. The card game was designed to explore the use of English pragmatic markers, which are words, phrases, or verbal cues that signal or emphasise the intentions of the speaker. Following the intervention, participants were queried in a survey about their experiences with English language speaking and how the game improved their verbal communication skills. Contribution. This paper provides knowledge about how a game can be designed to enhance the English verbal communication skills of nursing students from CALD backgrounds which could help them in their clinical placements and their adjustment into Australian society. Findings. Three intertwining themes that emerged from the data analysis were education content, skills development, and fun and creativity. These themes signify the importance of providing opportunities for learners to creatively practise the educational content in simulative contextualised situations within a safe, comfortable, and inclusive learning environment. Recommendations for Practitioners. Educators still need to consider the importance of inclusivity of students from culturally and linguistically diverse (CALD) backgrounds as part of successful integration into the culture of their host countries. Recommendations for Researchers. The findings emphasise the need for educators and researchers to understand the challenges facing these students in relation to marginalisation and discrimination and how they can design an intervention that is engaging and inclusive. Impact on Society. The findings also put forward the awareness of pragmatics as part of both English language learning and integration into the society of a host country as students learn how to express intention appropriately in various interactions. Furthermore, the themes presented in this paper suggest that not only should an educational game or an intervention contain relevant educational content and practical activities for skills development, but they must also be enjoyable by encouraging creativity and social interaction. Future Research. The results of this study also open possible future studies that involves the adaptation of a digital version of the card game or possible implementation of the game in other health professional programs in universities and other educational institutes.




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(GbL #1) Life Skills Developed by Those Who Have Played in Video Game Tournaments




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Introduction to the Special Section on Game-based Learning: Design and Applications (GbL)




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Drills, Games or Tests? Evaluating Students' Motivation in Different Online Learning Activities, Using Log File Analysis




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Geospatial Crypto Reconnaissance: A Campus Self-Discovery Game

Campus discovery is an important feature of a university student induction process. Approaches towards campus discovery differ from course to course and can comprise guided tours that are often lengthy and uninspiring, or self-guided tours that run the risk of students failing to complete them. This paper describes a campus self-discovery induction game (Geospatial Crypto Reconnaissance) which aims to make students aware of campus resources and facilities, whilst at the same time allowing students to make friends and complete the game in an enthusing and exciting way. In this paper we describe the game construct, which comprises of a location, message, and artefact, and also the gameplay. Geospatial Crypto Reconnaissance requires students to identify a series of photographs from around the campus, to capture the GPS coordinates of the location of the photograph, to decipher a ciphered message and then to return both the GPS coordinates and the message for each photograph, proving that the student has attended the location. The game had a very high satisfaction score and we present an analysis of student feedback on the game and also provide guidance on how the game can be adopted for less technical cohorts of students.




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Enhanced Critical Thinking Skills through Problem-Solving Games in Secondary Schools

Aim/Purpose: Students face many challenges improving their soft skills such as critical thinking. This paper offers one possible solution to this problem. Background: This paper considers one method of enhancing critical thinking through a problem-solving game called the Coffee Shop. Problem-solving is a key component to critical thinking, and game-playing is one method of enhancing this through an interactive teaching method. Methodology: Three classes of Vietnamese high school students engaged in the Coffee Shop game. The method seeks outcome measurements through the use of analysis of multiple surveys to assess and interpret if critical thinking may have been improved. Contribution: The study may help to understand the importance of problem-solving in the context of an entrepreneurial setting and add to the variation of methods used to deliver the lesson to students in the classroom. Findings: The findings show that practicing problem-solving scenarios with a focus on critical thinking in a time limited setting results in a measured improvement of this skill. Recommendations for Practitioners: The findings suggest that educators could use games more as tools for problem-solving to contribute to their students’ learning outcomes around developing critical thinking. Recommendation for Researchers: More research could be devoted to developing problem-solving and critical thinking skills through game-play models. Impact on Society: Improved critical thinking skills in individuals could make a greater contribution to society. Future Research A comparative study between different high school grades and genders as well as between different countries or cultures.




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Integrating Theory and Practice in Education with Business Games




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Quezon, Batangas collide in do-or-die Game 3 for MPBL South title

Given a life extension, the Quezon Huskers hope to complete their recovery when they tackle the Batangas City Tanduay Rum Masters in a Game 3 decider for the South Division crown at 7 p.m. Thursday




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Bulldogs exit with a bang, beat Archers in no-bearing game

The National University Bulldogs ended their UAAP Season 87 men’s basketball tournament on a high note after thwarting the top-seeded La Salle Green Archers, 63-54, Wednesday afternoon at the UST Quadricentennial Pavilion in Manila.




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Seagate Game Drive PS5 SSD 2TB Review and more (13 Reviews) @ NT Compatible

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Xbox Live Down: Gamers Report Outages

Frustrating Xbox owners around the globe, reports are flooding in across the web that Xbox Live is currently down. Whether you're looking to jump into a game, stream your favorite shows, or navigate the dashboard, users are finding themselves locked out of any functionality. Users from Reddit to Twitter to my own living rooms are reporting that accessing any service is impossible. This includes playing games, accessing cloud saves, using apps, or even browsing the Xbox Store. The crux of the problem seems to be tied to the Xbox Live login. X...




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Like Mahira and Sajal, start embracing fusion wear and watch your style game soar

Add Western touches to traditional outfits to get the best of both worlds




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Paralympian hails the Games' influence as they prepare for space mission

John McFall becoming the first person with a physical disability to be effectively cleared for future missions by ESA




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Black Sun Productions to launch VR game inspired by Kafka's Metamorphosis

Black Sun Productions launches Metamorphosis VR, a Kafka-inspired adventure, on Meta Quest 2 and 3 on October 10.




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Slaying the Denim Game With These Super Trendy Style Tips

Slaying the Denim Game With These Super Trendy Style Tips




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Nintendo Sues Emulator Gamer Who Streamed Pirated Games Before Release

Nintendo has filed a devastating lawsuit against a gamer who not only live-streamed games before their commercial release, but used emulators and pirated ROMs to do so. Jesse Keighin, aka EveryGameGuru, faces claims of unauthorized public performance and reproduction, contributory infringement and inducement for sharing links to emulators and pirated ROMs, plus violations of the anti-circumvention and circumvention device trafficking components of the DMCA.

From: TF, for the latest news on copyright battles, piracy and more.





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Florida high school footballer dies after collapsing during game

Chance Gainer's death marks the 12th football player to have died this year